Designing a Systemic Game

The biggest difference between designing a systemic game and designing its opposite (a content-driven game) is that you can’t know the exact outcome of every system and you must consider this state of mutability a strength. You must be willing to let go of your authorial control. You can certainly define interesting interactions in advance,Continue reading “Designing a Systemic Game”

The Content Treadmill

Systemic design isn’t really where most of game development traditionally puts its effort. Instead, a word you often hear repeated, rather than “system,” is content. Yelled from the battlements and printed on the plaques. I’ll quote randomly from comment threads, reviews and interviews to illustrate what I mean. Each of them grabbed from the firstContinue reading “The Content Treadmill”

Gamification, Part 2: Implementation

That’s a lot of history and not a lot of substance. Systemic design requires substance (though we can argue whether it requires gamification). Let’s go through som pseudocode that turns all the nonsense in the previous post into practice. Note that there are many different styles of best practice around these subjects. It also variesContinue reading “Gamification, Part 2: Implementation”

Gamification, Part 1: Origin

Systems generating emergent outcomes or interesting synergies; it’s what most of my blogging is about and my one true passion in game development. Gamification, on the other hand, is usually taken to mean using game elements in a non-game context. Often to keep you engaged by using points awards, competitions, and reward mechanisms of variousContinue reading “Gamification, Part 1: Origin”